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4th Edition Champions Seeker


starblaze

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Let's try this again. I am going to be GMing the adventure Day of the Destroyer and I thought that it might be fun, since it is a 4th edition adventure that I would use the Champions from 4th edition. So I took the Champions from the first Champions Universe book and shaved and added a few points here and there and created all six of them on 400 pts. That is 350 pts with 50 points of Exp. Here is the first on Seeker, later on I will be showcasing the rest.

 

Seeker

Val Char Cost Roll Notes

25 STR 15 14- Lift 800.0kg; 5d6 HTH damage [2]

29 DEX 57 15- OCV: 10/DCV: 10

25 CON 30 14-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV: 4

20 PRE 10 13- PRE Attack: 4d6

20 COM 5 13-

20 PD 15 Total: 26 PD (6 rPD)

19 ED 14 Total: 25 ED (6 rED)

7 SPD 31 Phases: 2, 4, 6, 7, 9, 11, 12

10 REC 0

50 END 0

42 STUN 1 Total Characteristics Cost: 193

Movement: Running: 10"/[Noncombat]"

Leaping: 5"/[Noncombat]"

Swimming: 4"/[Noncombat]"

 

Cost Powers END

15 Sword: Killing Attack - Hand-To-Hand 2d6 (3 1/2d6 w/STR) (30 Active Points); OAF (-1) 3

18 Throwing Stars: Killing Attack - Ranged 1 1/2d6, 8 Recoverable Charges (+0), Autofire (5 shots; +1/2) (37 Active Points); OAF (-1) [8 rc]

6 Triple Irons: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 1

15 Nunchucks: Hand-To-Hand Attack +3d6, Area Of Effect (One Hex; +1/2) (22 Active Points); Hand-To-Hand Attack (-1/2) 2

5 Mental Defense (7 points total) 0

3 Ultrasonic Perception (Hearing Group) 0

8 Running +4" (10" total) 1

2 Swimming +2" (4" total) 1

10 Luck 2d6 0

 

Martial Arts: [Martial Art Name]

Maneuver OCV DCV Notes

4 1) Atemi Strike -1 +1 3 1/2d6 NND

4 2) Block +2 +2 Block, Abort

4 3) Disarm -1 +1 Disarm; 50 STR to Disarm roll

4 4) Dodge -- +5 Dodge, Affects All Attacks, Abort

4 5) Knifehand Strike ("Chop") -2 +0 HKA 2d6 +1

3 6) Legsweep +2 -1 9d6 Strike, Target Falls

4 7) Punch/Snap Kick +0 +2 10d6 Strike

5 8) Side/Spin Kick -2 +1 12d6 Strike

12 +3 HTH Damage Class(es)

Karate

1 9) Weapon Element: Karate Weapons

1 10) Weapon Element: Staffs

 

Talents

15 Combat Sense 12-

3 Lightsleep

12 Combat Luck (6 PD/6 ED)

 

Skills

3 Acrobatics 15-

3 Breakfall 15-

3 Climbing 15-

3 Navigation (Land, Marine) 12-

7 Shadowing 14-

3 Sleight Of Hand 15-

3 Stealth 15-

6 Survival (Temperate/Subtropical, Tropical) 13-

5 Tracking 13-

5 +1 with HTH Combat

2 +2 with any single attack with one specific weapon

4 AK: Australian Outback 13-

2 KS: Rythym and Blues 11-

 

Total Powers & Skills Cost: 207

Total Cost: 400

 

200+ Disadvantages

20 Psychological Limitation: Puts innocents before himself (Common, Total)

15 Psychological Limitation: Code of Honor (Common, Strong)

10 Psychological Limitation: Seeks ultimate truth, will go into danger to determine absolute philosophical certainty (Common, Moderate)

5 Psychological Limitation: Irreverent Wisecracker, makes comments at inappropriate times (Uncommon, Moderate)

10 Rivalry: Professional (Other Martial Artists; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15 Reputation: Will not break his word, 11- (Extreme)

20 Enraged: When innocents are abused (Common), go 11-, recover 11-

10 Dependent NPC: Current Girlfriend 8- (Normal)

5 Hunted: Red Band of Ninja 8- (Less Pow, Harshly Punish)

25 Hunted: VIPER 11- (Mo Pow, NCI, Harshly Punish)

15 Hunted: Green Dragon 11- (As Pow, Harshly Punish)

 

Total Disadvantage Points: 400

 

I decided to go with Karate as his martial art because it made sense because of his weaponry and because I never liked his Comic Book Martial arts.

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